Summary of actions

Behavior Phase

Each side's units on the battlefield map take on major military actions such as movement, attack, occupation, and boarding in the Action Phase.
During the action phase, each unit will either take action other than moving on the spot, take another action after moving, or take no action.
In addition, units that have completed their actions in the action phase will be in the "acted" state, and will not be able to act until the next turn. However, you can take reactive actions, such as another unit boarding the actuated unit or the acted unit fighting back against an attack from an enemy unit.

Behavior restrictions

When a unit takes various actions, it may be restricted by the following factors:

Unit selection and action palette

@When ordering a unit on your side, you must first select that unit.

How to select units

To select units, follow these steps: In either case, after selecting a unit, the action palette will be displayed and the player will wait for action instructions. @
* To cancel the action instruction wait, right-click on the battlefield map.

yForce Intelligence zyArmed intelligence zPanel

@Various basic information about the selected unit can be confirmed on the [Information Panel]> [Unit Information] [Armed Information] menu, and on the [Unit Information] [Armed Information] panel displayed on the left side of the game screen. The displayed contents are as follows in order from the top.

Action palette

When a unit is selected, an action palette appears.
On the Action Palette, there are buttons for [Move], [Occupation], [Attack], [Deform], [Boarding / landing / landing], [Interference], [Replacement], [Search], and [Start / Descent]. Only buttons for actions that the unit can currently perform are activated. There are also buttons whose names change depending on what can be executed.
Click the button to take these actions on the spot. On the other hand, you may be able to take another action after moving. In addition, [Search Enemies] and [Start / Descent] can be executed at any time, regardless of whether the unit has already acted.

* To cancel the display of the action palette, right-click on the battlefield map.

Action-Move

Movement Rules

@Moving units on the battlefield map is called "moving." Movement is the most basic element of military action, a modest but very important action. It is often used in combination with other actions, such as simply moving, moving and attacking, and moving and boarding.

How to move

  1. Click the [Move] button on the action palette.

  2. The height hierarchy menu and the range of movement in that height hierarchy are displayed in hex frames. It will not be).
    The green hex frame indicates the range of normal movement, and the red hex frame indicates the range of high-speed movement.
    First, select the altitude layer you want to move with the button. Then click on the destination hex.

  3. The travel route will be displayed, so if you want to perform the move, click the destination hex again. If only the movement route is displayed, right-click on the battlefield map to return to the movable range display.
    If you want to take another action after moving, select an action from the action palette that appears again. If no other action can be taken after moving, or if a specific action is automatically executed after moving, the action palette will not be displayed and the movement will be completed immediately.
    If you want to simply move when another action can be taken after moving, click the unit icon after moving.

Action-Occupation

Occupation Rules

@"Occupying" enemy factions and neutral buildings can benefit from increased funding income, increased fuel supply, and more supply, repair and replenishment bases. The occupation of the capital, which is also a victory condition, is particularly important.

Occupation method

  1. Move the occupation squad over the building you want to occupy.

  2. Click the [Occupation] button on the action palette.

  3. An occupation action is performed. When the occupation is complete, a message will be displayed stating that the occupation is complete and the building color will change to your camp color.

Action-Attack

Attack Rules

@The action of your own squad fighting an enemy squad is called an "attack."

¡Attack type
@There are four types of attacks:

¡Encounter
šApart from the attacks that you set up here, there is also a battle form called an encounter battle. This is a battle that starts automatically when you move in the vicinity of an enemy unit that is out of your search range. However, only if the opposing unit has a valid attack weapon. Also, if you are adjacent to multiple enemies, only one unit will be attacked.
šUnits involved in an encounter battle will end their action for the turn at the end of the battle.

¡Factors affecting the attack
@To take advantage of the attack, it is necessary to consider the terrain and altitude of the unit, the unit's attack weapon, the counterattack weapon, the unit level, etc.

¡Combat restrictions and post-processing

Attack method

  1. Click the [Attack] button on the action palette.

  2. The "Weapon Selection" dialog will be displayed. Click on which weapon to use to decide. At this time, weapons that cannot be used in that state are grayed out.

  3. A target mark will be displayed on enemy units that can be attacked with that weapon. In the 3D view, only units that can be attacked are displayed brightly. Click to specify the enemy unit you want to target.

  4. The result prediction dialog will be displayed. The upper part of the dialog shows both weapon names, types, and unit levels, and the center shows both aircraft icons and their durability, weapons, firepower, and accuracy.

  5. If you click the [OK] button in the battle result prediction dialog, the battle will be processed based on the battle display method set in the "battle display" setting field in the environment setting dialog.

Action-deformation

Deformation rules

@Units with weapon types and types of "artillery vehicle" and "missile artillery vehicle" cannot attack when they are in a movable vehicle form, but take the form of a position called "artillery position", "anti-aircraft position", "anti-aircraft missile position" Will be able to attack. This is "deformation".
Of course, conversely, each base can be transformed into a movable vehicle form by “deformation”. It is an image of unloading equipment from a vehicle and deploying a missile base, or folding equipment and loading it on a truck.

How to transform

  1. Click the [Transform] button on the action palette.

  2. The transformation is performed, changing the weapon silhouette of the unit icon.

Action-boarding / landing

Boarding / Shipping rules

The presence of another unit in a transport unit is called "boarding / landing." Usually, the unit being transported is transported far away with the help of the transport unit, and when it reaches its destination, it launches, descends, and leaves the unit.
Boarding / landing is the only exception where multiple units may end up in the same hex at the same altitude.

How to board / land

¡Boarding transport aircraft, helicopters and transport vehicles during landing

  1. Move the ground unit you want to board to a hex containing a landing or parked transport unit.

  2. The boarding is automatically completed as soon as the transfer is completed.

¡Boarding a landing ship or transport ship

  1. Move the ground unit you want to board to the port, bridge, or shallow hex where the landing ship is located, or to the port where the transport ship is located.

  2. Click the [Board] button on the action palette. Then, boarding is completed.

¡Landing on aircraft carriers, helicopter carriers and landing ships

  1. Move the aerial unit you want to land to the hex where the aircraft carrier, helicopter carrier, and landing ship are located at the "high ground level".

  2. Click the [Arrival] button on the action palette. Then, landing is completed.

Action-Landing

Landing rules

Landing” is the action of aerial units landing on airports such as their own camp or on the “ground” level of a specific terrain in order to supply, repair, replenish, replace, board, start, and save fuel.

Landing method

  1. Move the aerial unit you want to land on the "low" level to the desired hex.

  2. Click the [Landing] button on the action palette.

  3. Landing is performed.

Action-Interferance

Interference rules

@Using electronic weapons such as the ECM to neutralize the enemy's ability to search for enemy units within range of the ECM is "jamming."

Method of obstruction

  1. Click the [Disturb] button on the action palette.

  2. Jamming is performed.

Action-Retrofit

Replacement rules

"Replacement" is the action of exchanging armed packs of weapons equipped by each unit. For example, you can exchange armed packs of fighter units mainly for anti-aircraft weapons and use them for ground attack operations.

How to replace

  1. Click the [Replacement] button on the action palette.

  2. The "Armored Pack Selection" dialog that shows the equipment for each armed pack is displayed. Click the [Pack1] to [Pack3] buttons to select the desired pack.

  3. Click the [OK] button to change the weapon pack.

Action-Start / Descent

Start / Descent rules

"Start / Descent" is an action in which a unit on board / landing on a transport unit leaves the transport unit and appears on the battlefield map.
Normally, this action name is “Start”, but when a unit with “Airborne” capability starts from an airborne transport or helicopter toward the ground, the action name will be changed to “Descent”.

Starting / Descent Method

¡Departures from landing planes, helicopters and other transport units during landing

  1. Click on a transport unit to select it.

  2. Click the [Start] button.

  3. Select the unit you want to launch from the list.

  4. The range of movement of the starting unit is displayed. Select the destination hex.

¡Descent from low altitude / transport aircraft / transport helicopter

  1. Click on a transport unit to select it.

  2. Click the [Descent] button.

  3. When you select the unit you want to descend from the list, the unit descends into the ground hex immediately below.

Search

Rules on enemy search

@Each unit has a "search area" that can be scouted by radar or other means. Buildings belonging to each camp also have a “search area” that allows them to look around.
If an enemy unit enters the search area, its unit icon will be displayed on the battlefield map, assuming that its presence has been confirmed.
The [Search] button provided on the Action Palette is used to check the range of hexes covered by this search by altitude level. Even if you do not execute this button, the search will be automatically performed all the time.

How to check the search range

  1. Click the [Search] button on the action palette.

  2. When the advanced hierarchy button is displayed, click the desired advanced hierarchy button.

  3. Weapon-specific search ranges at that level are displayed.

Supply, repair, replenishment

Replenishment - Repair / replenishment rules

@During the first supply phase of each turn, if there are troops in the resupply point, the spent fuel and ammunition will be restored to full. This is “supply”.
The durability of units of units lost in battle will also be restored if units are in a repairable location during the Supply Phase. This is "repair".
The units of the units lost in the battle will recover as long as the units are in a refillable point during the supply phase. This is "replenishment".
Because replenishment, repair, and replenishment actions are not independent commands, no buttons are displayed on the action palette.



How to replenish, repair and replenish

  1. Move your units to a location where you can resupply, repair, or replenish.

  2. When a new supply phase arrives, the process is automatically performed in the order of supply for all units → repair for all units → supply for some units.
    At this time, if fuel or fund runs out on the way, the process will end at that stage. The number of aircraft units to be replenished is randomly determined between 3 and 5 aircraft.

* If you check [Confirm when refilling] in the [Preferences] dialog, a dialog asking each unit for confirmation whether to replenish will be displayed. If you click the [Yes] button here, the replenishment will be executed, and if you click the [No] button, the replenishment of the unit will be canceled. This is useful when you are saving money to produce expensive units.

Dissolution

"Dissolution" of unnecessary units

@Units that are no longer needed can be "disbanded" and deleted. This command does not appear on the Actions palette.
To disband a unit, right-click the desired unit in the [VIEW Unit Information] panel or [Unit List] window. At this point, a dialog asking you to confirm the dissolution is displayed. Click the [Yes] button. Then the unit is disbanded and deleted.